The King of Fighters XIII/Joe: Difference between revisions

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==== Normal Moves ====
==== Normal Moves ====
*
*'''Standing Light Punch''' - Joe does a quick forward jab as usual for any other Standing Light Punch. While an anti-air against hops, this attack will hit crouching opponents, can be canceled into Joe's 'Step Kick' (Forward + Light Kick) as a hitconfirm, and can be canceled into specials. Due to the reach and speed of this move, a player can easily pressure an opponent by walking forward and pressing Standing Light Punch. An opponent will really want to block this move as one hit can turn into a knockdown, but successive blocks can eat away at the opponent's Guard Meter. Once pushed outside of Standing Light Punch's range, the Joe player could walk forward for more pressure, bait out a sweep and hop over it, cancel into a special move or command normal before going outside of this move's hit range, or attack with a longer-ranged poke.
 
*'''Standing Light Kick''' - A fast snap kick reaching straight forward. The range is nearly identical to Standing Light Punch, while having a slightly shorter startup period. While special-cancelable, it does not cancel into any of Joe's command normals. While this move may not be used as often as Standing Light Punch, the hitbox is positioned lower than Standing Light Punch's, meaning that certain short hitboxes (such as a crouching Chin) can be hit by this move. In addition the timing is a hair different, giving it use inside of frametraps to create different gaps in a blockstring.
 
*'''Standing Heavy Punch''' - A buff straight punch. Similar to other Standing Heavy Punches, it has great utility as a preventive anti-air and heavy poke. Unlike Standing Light Punch, it will whiff on crouching opponents other than Daimon and Raiden. Combined with the longer startup and recovery times, Standing Light Punch is a much safer move to whiff, but situations still arise where a high horizontal poke is needed.
 
*'''Close Heavy Punch''' - Joe leans forward and elbows the opponent. This move is typically canceled into Joe's Step Kick command normal for a combo or blockstring, canceled on its own to mix up blockstrings to discourage Guard Cancel Rolls, or not canceled at all for a frametrap setup. A pretty standard close normal with a big hitbox and fast startup speed, but lacks application as an anti-air.
 
*'''Standing Heavy Kick''' - A standing knee strike at Joe's waist level. In previous games this move had been Joe's Close Heavy Kick, but in KOF XIII is available for use at all ranges. Like a close normal, it can be canceled into specials, DMs, command normals, or be whiff canceled. This is a great move with many possible uses. The large frontal hitbox makes it a potential anti-air against long-reaching jumping normals spaced so that the tip of the incoming opponent's hitbox would hit Joe. It can also be used as a whiff cancel to cover the hop space in front of Joe before being canceled into a special while moving Joe forward due to the move's momentum. Finally, it works as an amazing poke up close; a Joe player can perform two Crouching Light Kicks then immediately perform a Standing Heavy Kick which will connect and offer full cancelable options.
 
*'''Crouching Light Punch''' - Joe attacks with a low elbow to the opponent. The range is so poor on this move that it can whiff after a Crouching Light Kick, while Joe's Standing Light Punch has a better, longer hitbox on top of the same cancelable properties. There isn't much use for this normal.
 
*'''Crouching Light Kick''' - A fast and low kick with similar application as most other Crouching Light Kicks, though Joe's has slightly above average reach. This is a player's main low poke and hitconfirm starter, as it links into Standing Light Punch.
 
*'''Crouching Heavy Punch''' - Joe does a full extended punch from a crouching position. The long reach supplements Joe's poor Crouching Light Punch and works similar to Terry's Crouching Light Punch as a beefy crouching poke, similar to a 'Low Strong' move from the Street Fighter series. Note that if canceled into Joe's Step Kick command normal from maximum range, the command normal will whiff.


==== Unique Attacks ====
==== Unique Attacks ====

Revision as of 10:32, 4 July 2011

The King of Fighters XIIIKOFXIIILogo.png
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Joe

KOFXIII-Joe Face.png

In a nutshell

The Hot-blooded Muay Thai champ is back again. Joe's one of the strongest zoning characters in XIII with large, fullscreen projectiles that allow him to control a huge amount of the playing space. His close game is stronger than ever with great frametraps, hitconfirms and corner damage, while his mid-distance normals work great for passive offense or defense. Joe's a solid choice for a beginning zoning character as well as being a great character for seasoned players.

Video Walkthrough

Move List

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light Punch
kof.lp
25
chaincancel cancel
Standing Light Kick
kof.lk
30
specialcancel
Standing Heavy Punch
kof.sp
80
Close Heavy Punch
kof.sp
70
cancel
Standing Heavy Kick
kof.sk
70
cancel
Crouching Light Punch
d + kof.lp
25
chaincancel cancel
Crouching Light Kick
d + kof.lk
30
low chaincancel
Crouching Heavy Punch
d + kof.sp
70
cancel
Crouching Heavy Kick
d + kof.sk
80
low softknockdown cancel
Blowback Attack
kof.sp + kof.sk
75
softknockdown specialcancel
Jumping Light Punch
air kof.lp
Jump: 45
Hop: 40
high
Jumping Light Kick
air kof.lk
Jump: 45
Hop: 40
high
Jumping Heavy Punch
air kof.sp
Jump: 72
Hop: 70
high
Jumping Heavy Kick
air kof.sk
Jump: 70
Hop: 68
high
Jumping Blowback Attack
air kof.sp + kof.sk
Jump: 90
Hop: 80
softknockdown

Unique Attacks

Name
Command
Damage
Special Properties (glossary)
Step In Middle Kick
f + kof.lk
60
cancel
Slide
df + kof.lk
75
softknockdown

Throw

Name
Command
Damage
Special Properties (glossary)
Sou Hiza Jigoku
f or b + kof.sp or kof.sk (while close)
30x2+48
throw softknockdown

Special Moves

Name
Command
Damage
Special Properties (glossary)
Hurricane Upper
hcf + p
p : 60
ex : 40x2+60
supercancel
Tiger Kick
dp + k
k : 50x2
ex : 120+80
softknockdown drivecancel
Thrust Kick
hcf + k
kof.lk : 70
kof.sk : 90
ex : 70x2
softknockdown
Bakuretsuken
press p repeatedly
p : 10xN
ex : 20x6+40+70
drivecancel
ex : softknockdown
Bakuretsuken Finish
p Bakuretsuken, then qcb + p
30+50
softknockdown drivecancel
Golden Heel
qcb + k
k : 35x4
ex : 60x4
softknockdown

Desperation Moves

Name
Command
Damage
Special Properties (glossary)
Screw Upper
qcf qcf + p
p : 20x13
ex : 16x18+16(20)+20
softknockdown
BHTK
qcf hcb + p
10x8+30+30(60)+60
hardknockdown maxcancel
Screw Straight
qcf qcf + kof.lk + kof.sk
18x25
softknockdown

Apprentice Combos

Strategy

Move Analysis

Normal Moves

  • Standing Light Punch - Joe does a quick forward jab as usual for any other Standing Light Punch. While an anti-air against hops, this attack will hit crouching opponents, can be canceled into Joe's 'Step Kick' (Forward + Light Kick) as a hitconfirm, and can be canceled into specials. Due to the reach and speed of this move, a player can easily pressure an opponent by walking forward and pressing Standing Light Punch. An opponent will really want to block this move as one hit can turn into a knockdown, but successive blocks can eat away at the opponent's Guard Meter. Once pushed outside of Standing Light Punch's range, the Joe player could walk forward for more pressure, bait out a sweep and hop over it, cancel into a special move or command normal before going outside of this move's hit range, or attack with a longer-ranged poke.
  • Standing Light Kick - A fast snap kick reaching straight forward. The range is nearly identical to Standing Light Punch, while having a slightly shorter startup period. While special-cancelable, it does not cancel into any of Joe's command normals. While this move may not be used as often as Standing Light Punch, the hitbox is positioned lower than Standing Light Punch's, meaning that certain short hitboxes (such as a crouching Chin) can be hit by this move. In addition the timing is a hair different, giving it use inside of frametraps to create different gaps in a blockstring.
  • Standing Heavy Punch - A buff straight punch. Similar to other Standing Heavy Punches, it has great utility as a preventive anti-air and heavy poke. Unlike Standing Light Punch, it will whiff on crouching opponents other than Daimon and Raiden. Combined with the longer startup and recovery times, Standing Light Punch is a much safer move to whiff, but situations still arise where a high horizontal poke is needed.
  • Close Heavy Punch - Joe leans forward and elbows the opponent. This move is typically canceled into Joe's Step Kick command normal for a combo or blockstring, canceled on its own to mix up blockstrings to discourage Guard Cancel Rolls, or not canceled at all for a frametrap setup. A pretty standard close normal with a big hitbox and fast startup speed, but lacks application as an anti-air.
  • Standing Heavy Kick - A standing knee strike at Joe's waist level. In previous games this move had been Joe's Close Heavy Kick, but in KOF XIII is available for use at all ranges. Like a close normal, it can be canceled into specials, DMs, command normals, or be whiff canceled. This is a great move with many possible uses. The large frontal hitbox makes it a potential anti-air against long-reaching jumping normals spaced so that the tip of the incoming opponent's hitbox would hit Joe. It can also be used as a whiff cancel to cover the hop space in front of Joe before being canceled into a special while moving Joe forward due to the move's momentum. Finally, it works as an amazing poke up close; a Joe player can perform two Crouching Light Kicks then immediately perform a Standing Heavy Kick which will connect and offer full cancelable options.
  • Crouching Light Punch - Joe attacks with a low elbow to the opponent. The range is so poor on this move that it can whiff after a Crouching Light Kick, while Joe's Standing Light Punch has a better, longer hitbox on top of the same cancelable properties. There isn't much use for this normal.
  • Crouching Light Kick - A fast and low kick with similar application as most other Crouching Light Kicks, though Joe's has slightly above average reach. This is a player's main low poke and hitconfirm starter, as it links into Standing Light Punch.
  • Crouching Heavy Punch - Joe does a full extended punch from a crouching position. The long reach supplements Joe's poor Crouching Light Punch and works similar to Terry's Crouching Light Punch as a beefy crouching poke, similar to a 'Low Strong' move from the Street Fighter series. Note that if canceled into Joe's Step Kick command normal from maximum range, the command normal will whiff.

Unique Attacks

Throw

Special Moves

Desperation Moves

Tips and Tricks

Combos

Basic Strategy

Advanced Strategy

Frame Data